CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Religious actions

Demand Conversion

No costAccepted automatically in some cases

Demand that the recipient converts to your Faith (From … to …)

What you need

You

To send it

  • The character you target:
  • You:
    • If

      • Government is Adventurer
      • The character you target: Is a courtier of you

      Then

      • Adventurers require the Portable Shrine upgrade for the Baggage Train to convert Followers
    • You cannot demand conversions as a Zealous follower of the Way of the Nomad
  • If

    • The character you target:
      • Has “cannot be converted by value” (a variable the game's script sets)
      • Cannot be converted by value is scope:puppet or actor

    Then

    • You have promised to not convert … until …
  • … cannot take overt hostile actions against … Diarch
  • The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith

To see it in the menu

  • If played by the AI: Is an Adult
  • Your faith is not the same as that of recipient

The character you target

  • Is played by a person
  • Is a vassal (or below) of you

Demand Conversion is a religious character interaction in Crusader Kings III. You need: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. Accepted automatically in some cases. Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.

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Quick answers (1)
What are the requirements for Demand Conversion in CK3?
You: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. (patch 1.20.1.2)

Will they accept?

Accepted automatically when:

  • They use their Hook on …

What happens

If they accept

  • If

    • You: Confession penalty var is scope:recipient

    Then

    • You: Loses “Confession Penalty”
  • You › If government uses the Mandala Capital Temple Complex Great Project and Great Building:
  • Every in list:
    • If

      • No
      • Their faith is the same as that of recipient

      Then

      • If

        a check the game hides

        Then

        • convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }

        Otherwise

        • convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
      • If

        • No secret:
        • NOT = { scope:old_faith = faith }

        Then

        • add_secret = { type = secret_crypto_religionist }
      • Every in list:
        • If

          • prev != this

          Then

          • The crypto religionist secret:
            • reveal_to_without_events_effect = { CHARACTER = prev }

      Otherwise

      • If

        a check the game hides

        Then

        • convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }

        Otherwise

        • convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
  • The character you target:
    • If

      • Has the Trait: Bastard
      • Your rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate
      • If any parent › Any parent:
        • Is of the same dynasty as the target
        • Their rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate

      Then

      • Loses the Trait Bastard
      • add_trait_force_tooltip = wild_oat
  • If

    • The character you target:
      • One of these

        • is_important_struggle_character = { }
        • or

          is_vip_struggle_character = { }
    • You › Any character struggle:
      • involvement = involved
      • activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }

    Then

    • You › Every character struggle:
      • Where:
        • activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
      • involvement = involved
      • activate_struggle_catalyst = { catalyst = catalyst_demanding_important_conversion character = scope:puppet_or_actor }
  • Every in list:
    • If

      • Their faith is the same as that of recipient
      • None of these

        • Any secret › Any secret knower: Is you

      Then

      • … may continue to practice … in secret
  • The character you target: Event false_conversion.0900
  • If

    • The option “demand conversion hook” is chosen

    Then

    • You: Use a Hook on the target
  • Event char_interaction.0190
  • If

    • Your house › House member (at least 60%): Their faith is the same as that of puppet or actor

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }

    Else if

    • Your house › House member (at least 60%): Their faith is the same as that of recipient

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • … (more in the script below)
    • … (more in the script below)
  • … (more in the script below)

When it is accepted automatically

If they refuse

  • If

    • One of these

      • Holds Ministry of Rites
      • or

        Your rite:
        • If

          • The character you target:
            • Their top liege: Government allows: state faith
            • rite = scope:recipient.top_liege.primary_title.state_rite

          Then

          • Never
        • One of these

          • rite_religion_tag = christianity_religion
          • or

            rite_religion_tag = islam_religion
          • or

            rite_religion_tag = judaism_religion
          • or

            rite_religion_tag = zoroastrianism_religion
        • NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }

    Then

    • Opinion: Resisted Conversion for 15 years

    Otherwise

    • Opinion: Resisted Conversion for 15 years
  • Event char_interaction.0191
  • If

    • Your house › House member (at least 60%): Their faith is the same as that of puppet or actor

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }

    Else if

    • Your house › House member (at least 60%): Their faith is the same as that of recipient

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }
  • If

    • Your top liege: Government allows: state faith
    • The character you target:
      • Their top liege: Government allows: state faith
      • rite = top_liege.primary_title.state_rite

    Then

    • The character you target: Gain +100 Piety

Options when sending

  • Use a Hook

Events it fires: false_conversion.0900, char_interaction.0190, char_interaction.0191, religious_interaction.2021

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

Who can use it and sees it (is_available, is_shown) (15 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	is_adult = yes
}
is_shown = scope:puppet_or_actor ?= {
	NOT = {
		faith = scope:recipient.faith
	}
}
scope:recipient = {
	is_ai = no
	target_is_liege_or_above = scope:puppet_or_actor
}

As written in game/common/character_interactions/00_religious_interactions.txt.

Can be sent when (is_valid…) (1 line of game script)
valid_demand_conversion_conditions_trigger = yes

As written in game/common/character_interactions/00_religious_interactions.txt.

Effects (on_send, on_accept, on_decline) (53 lines of game script)
on_accept = demand_conversion_player_ruler_interaction_effect = yes
scope:puppet_or_actor = {
	trigger_event = char_interaction.0190
}
accept_faith_conversion_add_clan_unity_effect = yes
state_faith_conversion_add_piety_effect = yes
scope:puppet_or_actor = {
	if = {
		limit = {
			any_character_struggle = {
				involvement = involved
				has_struggle_phase_parameter = piety_from_converting_involved_rulers
				is_secondary_character_involvement_involved_trigger = {
					CHAR = scope:recipient
				}
			}
		}
		add_piety = medium_piety_gain
	}
}
conversion_tenet_acts_of_the_apostles_effect = yes
conversion_tenet_mendicant_preachers_effect = yes
on_decline = scope:puppet_or_actor = {
	if = {
		limit = {
			refusing_conversion_is_crime_trigger = {
				CHARACTER = scope:recipient
			}
		}
		add_opinion = {
			target = scope:recipient
			modifier = illegal_resisted_conversion_opinion
			years = 15
		}
	}
	else = {
		add_opinion = {
			target = scope:recipient
			modifier = resisted_conversion_opinion
			years = 15
		}
	}
	trigger_event = char_interaction.0191
}
refuse_faith_conversion_add_clan_unity_effect = yes
state_faith_refuse_conversion_add_piety_effect = yes
on_auto_accept = scope:recipient = {
	save_scope_value_as = {
		name = forcibly_converted
		value = yes
	}
	trigger_event = religious_interaction.2021
}

As written in game/common/character_interactions/00_religious_interactions.txt.

Category
Religious actions
Again on the same character
after 15 years
In the menu
under More…
ID
demand_conversion_player_ruler_interaction

Source: game/common/character_interactions/00_religious_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient. “…” marks words the game fills in at play time (a name, a title).

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